Seijin Plays FFT - Geomancer SCC Part 24 : Hurry Up!
Welcome to my Geomancer SCC. For more details, read the description in part 1. A recap can be found below the line.
Grog Hill, the battle where you fight early game classes. Often seen as a joke fight, those chemists can still make the battle tricky in some circumstances with their guns and healing. Still not too big of a deal with a team of five geomancers.
Still, moving forward in the open can get you killed, so be careful and stay away from enemies as much as possible. In other words, don't do like me. :p I made that mistake and it made things turn sour FAST.
One of the chemists had Rubber Shoes, making my Coral Swords ineffective (doing 0 damage). I was forced to use Elemental against that guy.
This was a first try victory, so that explains my carelessness. Had I failed here, I would have played the next attempt far better.
Difficulty : 3/10
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This is not a "normal" playthrough. This playthrough only shows story battles. If you have never played this game, I suggest you don't watch these videos. If you want to watch a "regular" playthrough, I suggest you watch my friend Cendril89's playthrough here : https://www.youtube.com/playlist?list=PLWimWng8q7JeIa3dTL48cZemfNIPgeppi
What is an "SCC"? It stands for Straight Character Challenge... no, wait, it stands for Single Class Challenge... Anyway, it involves playing through the game with Ramza + 4 generics, staying in the same class throughout the entire game, and without using *any* ability from *any* other class. Due to the nature of the challenge, it begins at Sweegy Woods (or Dorter Trade City if you want), because you cannot reach your desired class without grinding random battles at Mandalia Plains. Unless your desired class is squire or chemist, obviously.
Other rules for this challenge are the following :
-Special character (i.e. Orlandu) cannot be used, even in the correct SCC's class. Due to their higher-than-average stat growth, they'd have better stats than generics, and we don't want that. They can be recruited to take away their equipment, but should be swiftly booted out. Mustadio can be kept to have access to the endgame extra quests, but that is seen as against the rules to some people. I won't be doing that.
-Level caps are 20 for chapter 1, 35 for chapter 2, 50 for chapter 3 and 70 before entering Orbonne Monastery at the end of chapter 4.
-Guests can be any class, as they're not gonna stick around too much. I try not to make them OP (i.e. knight Delita with Auto Potion), usually keeping them in simple classes.
-No other dumb stuff. I think this covers any and all possible loopholes and abuses. This is a challenge run, after all. This includes the 9999 JP glitch, the weapon duplication glitch, etc. No save/load states are allowed (for people playing on emulator), either.
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